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Hash, Inc. - Animation:Master

pixelplucker

Craftsman/Mentor
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Everything posted by pixelplucker

  1. Very nice modeling. I find myself importing more poly props because I don't get enough time for the projects to spline them within AM.
  2. Plays pretty good here. Need to speed up the blade and rotor speed, toss in some motion blur. Nice work.
  3. You might want to use Blender for the conversion, it can import .x and export fbx. There might also be a Unity exporter some wheres for Blender. Though it is awkward to use it does work pretty well and the price is hard to beat. I use Blender as a testing program for obj and stl files.
  4. Looks like a pretty cool model, if you do it again, you can fix the double hooks on the base of the big section where it pivots. FYI when ever I lost files the next time I redid them they came out better
  5. The tutorials will be an enormous help from "The Art of Animation Master" found in the store. I used to model mostly with nurbs and polygons and was a little lost when I went to AM and the tutorials got me up to speed in just a matter of a couple of days. Spline modeling is probably closer to nurb modeling than anything else but there are a few rules to follow that take getting used to. For rigging from scratch the tutorials Holmeslice posted are fantastic, I wish he made a book or if your using the 32 bit version you can use the TSM2 rigging system.
  6. Since you have the full version of Unity, maybe we should do a text .x file so you can see how it works, have any info on the workflow?
  7. thanks the theme is just to say hello simplified to put in evidence the character Now that would make a nice splash screen! Nice work
  8. Things that are animated especially characters would work better and far easier in AM. It is really worth the effort to learn the basics in rigging in AM. There are some tutorials on using BVH files on AM skeletons and many have had great results. You would still have to assign cp's (control points that are similar to verticies) to the bones and weight them as well as apply any smart skins to tweak cp positions when a bone is rotated in a particular position. As far as static models I'm not sure if Milkshape would be fine for that or AM, really depends on how simple the poly structure needs to be. Is Unity a BSP based engine like Unreal, Quake etc? Can you create your environment inside it or does it require the geometry for the environment to be created outside such as Renderware? When exporting out a rigged character, would Unity be able to have any influence on the skeletons for environmental reaction and apply physics to that structure or would it be baked in to the animation sequence? In other words would the character slide walking up stairs? If blown up would it be able to ragdoll around in the environment, bounce off walls, crates etc?
  9. You can export out .x and convert that to fbx or collada with Blender or Ultimate Unwrap3d. I'm sure there are other converters. Blender might make for a good converter since it will allow you to tweak anything at poly level since AM is a spline modeler. Are you using the Pro version on Unity? I was looking at the comparison list and the free version doesn't support video streaming. AM supports sequential bitmaps, bmp, png (24/32 bit), tga (24/32bit) as well as Quicktime and AVI. As with any non poly modeler for games there needs to be some consideration on how things are constructed so avoiding hooks which are used for patch reduction need to be considered or tweaked in an outside editor. Some of Your advantages with AM would be: Re-usability of actions across characters that have the same skeletons Rigging is outstanding Smart skins that can simulate muscle bulges Decaling and baking of materials with bitmaps and shaders to create complex surfaces cooked down to single bitmaps for each channel.
  10. Looks like there are some reflections there that don't seem to be doing much, are they the render killer? Also did you try baking some of the textures? Shaders can be time killers and baking them might help.
  11. That does look cool, love to see the final render. Toss a Faux News logo on the chopper? lol
  12. Cool! I noticed you have a crossed spline in the back of the head, maybe from the cfa. Going to fix it or cover it up with really long side burns?
  13. Thanks, I have to check and see if there is an up and down jitter, not quite sure since there is always legs on the ground at all times.
  14. That is great! Wonder what it would cost for AM to aquire TSM2 source and incorporate it in future releases? We could start a national green ribbon fund raising campaign that just happens to coincide with other ribbon based fund raisers..
  15. Finally got some time to get back into doing some animation, been a long long while but here's my first crack at a spider walk. All criticism is welcomed. Ignore the black color and poor lighting, I had to toss it through the old AM for the .mov since the rc1 doesn't support qt yet. Thanks spiderwalktest.mov
  16. I cleaned up this logo, the psd was all ratty looking. Here is an Illustrator EPS with Pantone color matches (1795 red, 2746 blue, Cool Gray 7 and 148 tan). For print work, vector eps files will give you the best results and have no choppy edges since they are resolution independent. There is also a pdf of the same file for those who can't view eps files. Should probably remove that other zip since it was based on the logo I saw on the website. Hash_Inc_vector_logo.zip
  17. Seems like the psd file was pooped. I recreated the logo for you guys, included in the zip is an eps, pdf as well as high res tga and png in case anyone is doing renders or composites with it. The eps and pdf are vector based and fully scalable. Use either if making digital banners. If your printing any t's or apparel for the show I can remove the halftones and convert the eps to spot. FYI Vistaprint is ok but you may want to check with a local quickprint, often some of the small guys are pretty competitive and they use standard size paper. Why not do a 3 panel brochure?
  18. That is a nice model, did you render that in multi-pass? Seems like there are a couple of artifacts on the bottom front of the grip and bottom front just under the barrel. Hard to tell without a wire frame view of the model. Sometimes the bias handles try to auto correct their direction resulting in small pinches on the patches, this should be really easy to fix if that is the case. Simply run the bias handle tangent to the line. I run into that quite a bit here and kind of wish there was an option to freeze the handles or have them not auto correct. From what I gathered in other talks on this is that they put that in to make it easier for the organic modeling such as characters so they smooth out on their own. This makes for a little bit more work on mechanical models. If you want to see some of the best mechanical spline work out there take a look at Ageps stuff. His technique is flawless. I wish he tossed together some tutorials.
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